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Old January 27, 2019, 20:36   #81
Thraalbee
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Monster AI and Lava

A comment on monster AI: I took a fight vs Glaurung and Huan and realized teleporting Huan away would be a mistake. He was eager to join the melee but stood back for Glaurung waiting for his turn. However, Glaurung soon created lava patches in the corridor which hurt Huan badly every round. He just sucked it up instead of backing off. Once Glaurung was dead there were only two or three stars left of the poor dog. Unlike normal battle vs Huan he was quickly reduced to nothing and I took virtually no damage.
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Old January 27, 2019, 21:47   #82
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Quote:
Originally Posted by MattB View Post
Hi Nick,

It's the one you posted below (post63).
4.1.3-300-g9ce38b40e
OK, I need your randart file as well. We'll get there in the end
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Old January 27, 2019, 22:58   #83
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Originally Posted by Nick View Post
OK, I need your randart file as well. We'll get there in the end
No worries - attached.

I'm just intrigued, to be honest. I'd laugh if it was a mysteriously un-ID'd randart shovel 1d2 (+0,+0) with +1 tunnelling!

Hmm... I wonder... could it be a well-balanced shovel?
Attached Files
File Type: zip randart (2).zip (9.2 KB, 7 views)
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Old January 28, 2019, 01:05   #84
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Originally Posted by MattB View Post
No worries - attached.

I'm just intrigued, to be honest. I'd laugh if it was a mysteriously un-ID'd randart shovel 1d2 (+0,+0) with +1 tunnelling!

Hmm... I wonder... could it be a well-balanced shovel?
OK, thanks - bug found and fixed in development. It resulted in cursed diggers getting more digging power the more curses they had...
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Old January 28, 2019, 01:59   #85
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New builds for Windows and macOS now up on the builds page (source is here). Changes are:
  • Canines:
    • Jackals become wild dogs
    • New deep monster, werewolf of Sauron
  • Ants:
    • White ants now come in groups
    • Silver ants, blue ants and fire ants now spit
    • Silver ants get an extra blow
    • Queen ant moved a bit deeper
  • Centipedes - shallow centipedes are now early examples of elemental melee attacks
  • Trolls, again - the first attempt was a bit lame:
    • All trolls lose regeneration (I could find no reason for them to have this - question is, which monsters actually should?)
    • Troll priests moved deeper and their melee buffed
    • Algroths renamed troll scavengers (name was from David Eddings novels)
    • Ice trolls renamed snow trolls (cf LoTR appendix A(II))
    • Bert, Bill and Tom moved shallower
    • Half-trolls reworked as troll blackguards
    • Hill trolls buffed
    • Ologs buffed and given better tracking
    • Eldraks (another Eddings monster) renamed mountain trolls, and given powerful melee
    • Ettins renamed ettens (cf Ettenmoors, etc) and buffed
  • Made object descriptions say if an item is fragile (from failed uncursing)
  • Fixed a bug where cursed diggers were better at digging
  • Added Sil-style lighting:
    • Lights now have an intensity rather than a radius, which reduces away from them (this will only really affects interactions with darkness)
    • Monsters which used to have radius one light have all been reassessed; some now have intensity 3 light (radius 2), most have intensity 2 (radius 1), some have intensity 1 (radius 0, so they are lit but don't cast light around them)
    • Some monsters get negative light intensity, which means they cast darkness around them
    • Lighting a grid (by Light Area or whatever) gives it a light intensity of 1
    • Bright terrain (currently only lava) has a light intensity of 2
    • Light intensity at each grid is the sum of all the intensities caused by lighting, terrain, player and monsters
    This all seems to work OK, but I'm sure it isn't perfect yet - please let me know of issues with it.

Feedback indicates that this branch is going OK. My current plan is to do a first rework of all the monster types and then pull it into master - I don't plan to do any other work on master before then (you'll note I'm doing bugfixes directly on feature/monster). I think that first rework is about half done - the looming big one to do is people ('p'), but a few others like wraiths are likely to have fairly significant change. There are some - eg dragon flies, yeti - which aren't going to have any changes.

Once this branch is pulled in, I don't plan any more feature branches before 4.2. There is a lot still to do, though - balancing classes and monsters, redoing races and artifacts, another rework (read nerf) of randarts and lots of bugs to fix.
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Old January 28, 2019, 02:17   #86
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Quote:
Originally Posted by Nick View Post
  • Added Sil-style lighting:
    • Lights now have an intensity rather than a radius, which reduces away from them (this will only really affects interactions with darkness)
    • Monsters which used to have radius one light have all been reassessed; some now have intensity 3 light (radius 2), most have intensity 2 (radius 1), some have intensity 1 (radius 0, so they are lit but don't cast light around them)
    • Some monsters get negative light intensity, which means they cast darkness around them
    • Lighting a grid (by Light Area or whatever) gives it a light intensity of 1
    • Bright terrain (currently only lava) has a light intensity of 2
    • Light intensity at each grid is the sum of all the intensities caused by lighting, terrain, player and monsters
Note haven't tried it yet but if I'm reading this right it's missing one of the better Sil light/dark effects. In Sil a balrog is lit but casts darkness around it.
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Old January 28, 2019, 08:08   #87
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Nick, this is really cool update You rock, guys! Glowing lava... beautiful
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Old January 28, 2019, 08:16   #88
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"All trolls lose regeneration (I could find no reason for them to have this - question is, which monsters actually should?)"

This is pure D&D stuff. In D&D, not only they regenerate, but you also have to kill them with elemental attack (fire), otherwise they never die.
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Old January 28, 2019, 10:27   #89
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Quote:
Originally Posted by Nick View Post
OK, thanks - bug found and fixed in development. It resulted in cursed diggers getting more digging power the more curses they had...
Bug?
Awesome feature, more like.
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Old January 28, 2019, 10:42   #90
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Quote:
Originally Posted by PowerWyrm View Post
"All trolls lose regeneration (I could find no reason for them to have this - question is, which monsters actually should?)"

This is pure D&D stuff. In D&D, not only they regenerate, but you also have to kill them with elemental attack (fire), otherwise they never die.
Yes, this much I had learned
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